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I found an old CLB source that I used in 2016 for exploiting. Given that MapleStory has changed drastically I figured I would release this in the hopes that it might inspire other people. There's quite an amount of reversed game logic in this project, as well as three exploits (probably all patched, but who knows).
In short this CLB source demonstrates:
Working with WPF and MVVM as separation of UI, data and logic
PKG4 .NX file loading and using this data
(Outdated) Login structure
Bot timers
Multi-client
Exploits
Login-Channel design
Game logic reversed
Anti-tracking features
Showing results in UI
Exploits
Quest Item Exploit
Superior Crystal Exploit
Hyper Teleport Rock Exploit (Some Asian Map for EXP)
Credits
@YeeShin
For some/all of the exploits
angelsl
For the .NET implementation of .NX files (PKG4)
Jonyleeson/sn0w
For the original MapleLib, where I based my libmsclb on
@Yaminike
For his Bouncastle-esque implementation of AES
@NewSprux2.0?
Probably stole some stuff from this ni🅱️🅱️a's source on GitHub
@Waty (RIP)
For the blueprint of Nexon's WebAPI.

A while ago I wrote a simple tool that would automatically calculate the CRC value for the Hyper Teleport Rock request (CWvsContext::SendMapTransferItemUseRequest) and came across it again today.
Seeing as I don't have much use for this tool anymore, I decided to release it. Please do note that this is not something spectacular. It's rather an fast solution for testing various maps.
Instruction
Fill in your character id, the teleport seed, source map en destination map as decimal numbers
Copy the CRC into the packet (Hex)
Copy the destination map id into the packet (Hex)
???
Profit
Packet structure
Last time I messed around with this request the following snippet worked:
/// <summary>
/// Sends a request to use a teleport item to get teleported to the given destination
/// </summary>
/// <param name="item">The item slot containing the teleport item</param>
/// <param name="destinationId">The map id to teleport to</param>
public static void WvsContext_SendMapTransferItemUseRequest<T>(this ChannelStageBase<T> s, ItemSlotBaseModel item, uint destinationId) where T : ChannelContextModel
{
if (item == null)
return;
PacketWriter writer = new PacketWriter(ChannelHeaders.S_WvsContext_MapTransfer);
writer.WriteInt32(Environment.TickCount);
writer.WriteUInt16(item.Slot);
writer.WriteUInt32(item.Id);
writer.WriteBool(true);
writer.WriteBool(false);
writer.WriteUInt32(destinationId);
writer.WriteUInt32(crc);
if (s.NetClient != null && s.NetClient.Connected)
s.NetClient.SendPacket(writer, false);
}
Have fun!

Just a harmless orange. This is a fast temp solution to a common problem with (ngs) black cipher's usage of yara to detect signatures in the common cheat engine.
Just place this in your cheat engine directory and execute it.
more info on yara:https://github.com/VirusTotal/yara